2011
DOI: 10.1007/978-3-642-23771-3_45
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Exploring How Tangible Tools Enable Collaboration in a Multi-touch Tabletop Game

Abstract: Abstract. Digital tabletop surfaces afford multiple user interaction and collaboration. Hybrid tabletops that include both tangible and multi-touch elements are increasingly being deployed in public settings (e.g. Microsoft Surface, reacTable). Designers need to understand how the different characteristics of tangible and multi-touch interface elements affect collaborative activity on tabletops. In this paper, we report on a mixed methods exploratory study of a collaborative tabletop game about sustainable dev… Show more

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Cited by 26 publications
(26 citation statements)
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“…It has been argued that tangibility supports manipulative access and fluidity of sharing (Hornecker et al, 2007;Speelpenning et al, 2011). We observed that the availability of an extensive collection of objects and a large surface allows for a collective haptic exploration and experience, in which visitors can smoothly join or leave at any time.…”
Section: Discussionmentioning
confidence: 59%
See 1 more Smart Citation
“…It has been argued that tangibility supports manipulative access and fluidity of sharing (Hornecker et al, 2007;Speelpenning et al, 2011). We observed that the availability of an extensive collection of objects and a large surface allows for a collective haptic exploration and experience, in which visitors can smoothly join or leave at any time.…”
Section: Discussionmentioning
confidence: 59%
“…Moreover, seeing the use of these viewfinders from a distance indicates the type of activity and facilitates handovers between visitors. Similarly, Futura (Speelpenning et al, 2011) is a collaborative tabletop game about sustainability that includes two tangible magnifying glasses that provide players with additional information using realtime visualisations. Another example is the use of passive polarised glasses for playing with a tabletop children's game that shows a stereoscopic display (Hoberman et al, 2012).…”
Section: Discussionmentioning
confidence: 99%
“…One example by Horn describes an approach to tangible interaction in which designers can evoke "social constructions or conventions", cultural forms such as counting systems, games, or currencies that often involve a physical artifact (Horn suggests that a high fidelity reproduction of the original cultural form is necessary) [34]. Horn and others have shown that cultural forms can be used for interaction design to utilize users' cognitive, physical, and emotional resources to increase usability and create meaningful experiences for users and observers [5,34,36,59]. We extend this work, using cultural forms for interaction and experiencing values.…”
Section: Tangibles and Tabletops In Museumsmentioning
confidence: 99%
“…However, the empirical findings of previous studies are contradictory [17,21,24]. Several studies suggest that multi-touch tabletops enable more synchronous collaboration than traditional user interfaces [22,24]. Traditional computer technologies, such as a single mouse with PC, do not allow synchronous activity for multiple users [20].…”
Section: Designing For Tabletop Collaborationmentioning
confidence: 99%
“…The assignment can be done to encourage (but not enforce) users to collaborate. Antle and Wise also propose that using tangible rather than touch-input objects reduces the chances of one user ignoring the assignments and taking over, or undoing another's actions because of social norms around object ownership and use (based on [24]). Taken together a set of unique codependently sensed, tangible, and user-assigned input objects may encourage flexible opportunities for collaboration.…”
Section: Introductionmentioning
confidence: 99%